Mike Sullivan
First Post
I've been contemplating a Rogue-biased D&D game recently, in which most or all characters would be single or multi-classed Rogues doing urban kind of stuff.
One thing that immediately stood out to me is that a traditional thief-like Rogue can pretty easily max out every traditional thief skill -- Hide, Move Silently, Climb, Open Locks, Disable Device, and Pick Pockets, say, are only 6 skills, and a Rogue can max 8 skills, or, for, say, a human with a 12 Int, 10 skills.
Given that it's not unreasonable for each character to max 6 to 8 of the most common skills, and then spread some points among other utility skills, I'm looking at a loss of differentiation: there will be only skill focus and attribute differentiation in a lot of the most common skills. This seems like a shame.
So, I was considering just doubling the skill maxima for everyone and everything. So, you could have at most 8 ranks in a class skill at first level, or 4 in a cross-class. At second level, 10 and 5, etc.
My thought was that then you couldn't max many skills at all, unless you wanted to be a monomaniac: You'd max maybe one or two skills, and then get to about the "halfway" point in other utility skills.
But there are drawbacks. First off, I'm afraid that I'm going to make people unbeatable in their specialty -- that if you've been maxing Hide and Move Silently, nobody will ever see you unless they've been maxing Spot and Listen. Secondly, I'm worried that I'm devaluing attributes -- that +4 from your 18 Dex looks a lot less impressive when someone could have 14 ranks in a skill at 3rd level.
What do you think? Is doubling skill maxima an okay idea (within the context of a rogue-focused game)? Should it be x1.5 instead? Or should I maybe do something different, like allowing people to exceed skill maxima for additional cost?
One thing that immediately stood out to me is that a traditional thief-like Rogue can pretty easily max out every traditional thief skill -- Hide, Move Silently, Climb, Open Locks, Disable Device, and Pick Pockets, say, are only 6 skills, and a Rogue can max 8 skills, or, for, say, a human with a 12 Int, 10 skills.
Given that it's not unreasonable for each character to max 6 to 8 of the most common skills, and then spread some points among other utility skills, I'm looking at a loss of differentiation: there will be only skill focus and attribute differentiation in a lot of the most common skills. This seems like a shame.
So, I was considering just doubling the skill maxima for everyone and everything. So, you could have at most 8 ranks in a class skill at first level, or 4 in a cross-class. At second level, 10 and 5, etc.
My thought was that then you couldn't max many skills at all, unless you wanted to be a monomaniac: You'd max maybe one or two skills, and then get to about the "halfway" point in other utility skills.
But there are drawbacks. First off, I'm afraid that I'm going to make people unbeatable in their specialty -- that if you've been maxing Hide and Move Silently, nobody will ever see you unless they've been maxing Spot and Listen. Secondly, I'm worried that I'm devaluing attributes -- that +4 from your 18 Dex looks a lot less impressive when someone could have 14 ranks in a skill at 3rd level.
What do you think? Is doubling skill maxima an okay idea (within the context of a rogue-focused game)? Should it be x1.5 instead? Or should I maybe do something different, like allowing people to exceed skill maxima for additional cost?